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Thread: [Deck] Faerie Stompy

  1. #261

    Re: [Deck] Faerie Stompy

    Maelstorm Djinn? Maby with Trickbiend? ok that is a different deck...
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  2. #262
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    Re: [Deck] Faerie Stompy

    Maelstrom Djinn is certainly playable without Trickbind. I was testing it in my monoblue version before I got access to Volcanic Islands to facilitate a red splash. While I wasn't THAT impressed with it, the fact that it can pitch to FoW and Chrome Mox plus comes with evasion makes me think it is a much better choice than Juggs. Also, while not incredibly important, it CAN block an average sized Goyf and live to tell about it. The two turns where an opposing big dude can't get through should usually buy you enough time to swing through with a Drake or Efreet.

  3. #263
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    Re: [Deck] Faerie Stompy

    He just seems so much win more for some reason. I just don't like him that much. I'd rather pay 6 for mahmoti than maelstorm.
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  4. #264
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    Re: [Deck] Faerie Stompy

    @Zulander: I like a lot of things in your build. My biggest knock against Looter was always the fact that he was so terrible in the Goblins matcup. Ditto for Juggs (who gets chumped to death and got even worse when they released Hooligan, Grip, and Grudge) so you may be right about their inclusion here (I'm not sure about cutting Cloud since he speeds the deck up so much, but then again, I'm not sure about NOT cutting him).

    The biggest thing I see is the complete lack of Crypts in the board. That's hard to understand considering the current meta. Also, your board looks way too focused on the combo matchup for a deck with an already solid combo game. I mean, you already have Chalice, Force, Explosives, Needle and a quick clock for Storm combo. Do you really need to board in 4 Trinispheres, 4 Trickbinds, AND 4 Echoing Truth? I would think about some anti Thresh or 'goyf tech in there.
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  5. #265
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    Re: [Deck] Faerie Stompy

    Yeah the board needs a bit work, but during my play testing we've been only testing MD and not boards, so I don't know what I'd put in the board as of now. Most likely 2 EE and 4 crypt, along with some E.Truth and trickbind and some board hate for goblins like chill. I think that's solid enough, maybe the 4th TfK as well for the control matchup.

    As far as goblins is concerned the best thing to do is get an active piece of equipment going. Jitte is preferred, but pre-board I'm not sure about the macthup, I don't know if you can kill them before they kill you. Post it's a bit better with chill but definitely a bit harder.
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    Quote Originally Posted by OBFREELY
    You should all immediately fire emails at the DCI requesting the banning of Tarmogoyf and Golgari Grave-Troll.
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  6. #266
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    Re: [Deck] Faerie Stompy

    Against goblins Weatherseed Faeries use to be a beast. He kills all the goblins except for Piledriver while flying and being a nice target for equipement. He fits into the curve and also allows keeps pressure on your opponent.
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  7. #267

    Re: [Deck] Faerie Stompy

    I still stand firmly behind my build from five months ago. Five months and there isn't a single thing I was ever unhappy with to this day (except that singleton Phyrexian Marauder which I wound up cutting for an Engineered Explosives).

    Quote Originally Posted by Clark Kant View Post
    // Lands
    2 [MR] Seat of the Synod
    8 [TS] Island
    4 [TE] Ancient Tomb
    4 [EX] City of Traitors

    // Creatures
    4 [FS] Infiltrator il-Kor
    4 [FD] Trinket Mage
    4 [RV] Serendib Efreet
    4 [P2] Sea Drake
    4 [FS] Maelstrom Djinn
    1 [MM] Misdirection
    1 [RV] Phyrexian Marauder
    1 [SK] Pithing Needle

    // Spells
    4 [AL] Force of Will
    4 [MR] Chrome Mox
    4 [MR] Chalice of the Void
    4 [DS] Sword of Fire and Ice
    3 [BK] Umezawa's Jitte

    // Sideboard
    SB: 1 [FD] Engineered Explosives
    SB: 1 [DS] Sensei's Divining Top
    SB: 1 [SK] Pithing Needle
    SB: 2 [DK] Tormod's Crypt
    SB: 2 [4E] Winter Orb
    SB: 2 [MM] Misdirection
    SB: 3 [DS] Trinisphere
    SB: 3 [UN] Weatherseed Faeries

    It fixes the consistency problems somewhat by going up to 10 Blue Lands. It runs Misdirection as a nice surprise. The first time you Misdirect someone's Hymn or Swords back to them, they fear the card for the rest of the game. Plus, sometimes, 4 FoW just doesn't feel like enough protection for your threats.

    I disagree with your assessment that combo is always an easy matchup. Before Trinisphere, I've repeatedly found it to be actually around or slightly under 50/50 or so, which actually makes it one of this deck's worser matchups. Misdirection sometimes doesn't do enough.

    Infiltrator is a hell of a lot better than Cloud of Fairies. It's every bit the clock that Efreet is, plus gets around stuff like Enforcers and what not.

    And you can almost always count of Djinn for 10 points of damage, easily enough to finish off your opponent.

    Five Force type effects to protect your threats when you can't play a Chalice at 1 really feels like the right number, especially with the high saturation of blue.

    As far as I am concerned, Sensei's Top, and arguably Marauder and maindecking Misdirection are the only iffy cards in the deck. I could see myself cutting them for Psionic Blast, Juggernaut or perhaps Foresee or Rushing River or Weatherseed Fairies or TfK, but everything else has been rock solid.
    I highly recommend people try this build out.

  8. #268
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    Re: [Deck] Faerie Stompy

    Pestermite 2u
    Creature - Faerie Rogue Common
    Flash
    Flying
    When Pestermite comes into play, you may tap or untap target permanent.
    2/1

    Seems pretty good, untap some lands or untap an attacking creature. What do you guys think?
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    You should all immediately fire emails at the DCI requesting the banning of Tarmogoyf and Golgari Grave-Troll.
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  9. #269
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    Re: [Deck] Faerie Stompy

    I think one of the even meaner tricks you can do is to untap an attacked Ifrit/Drake with Equipment on him to block target random critter.
    That seems kinda evil.
    That has to be a part of the deck.
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  10. #270
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    Re: [Deck] Faerie Stompy

    It might be playable; a decent tempo-card and can be used to play-equip too. Handy to have abilities like that on a creature. Upkeep: Ice you, play a guy sounds about right against some control-decks with 4-mana bombs.

  11. #271
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    Re: [Deck] Faerie Stompy

    To those out there still interested in Faerie Stompy:

    Can the deck abuse Thorn of Amethyst? Discuss.
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  12. #272
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    Re: [Deck] Faerie Stompy

    Quote Originally Posted by zulander View Post
    Pestermite 2u
    Creature - Faerie Rogue Common
    Flash
    Flying
    When Pestermite comes into play, you may tap or untap target permanent.
    2/1

    Seems pretty good, untap some lands or untap an attacking creature. What do you guys think?
    It costs , flys and untaps a Tomb/City. Not bad. You could potentially play it, untap a double land and equip it on the same turn I guess.
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  13. #273
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    Re: [Deck] Faerie Stompy

    Or:

    City, Mox, Pestermite
    Untap city
    Chalice @ 1


    Talk about dumping your hand.

  14. #274
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    Re: [Deck] Faerie Stompy

    And it has flash, I nice little surprise. Seems like a better version of cloud of faeries.
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    Quote Originally Posted by OBFREELY
    You should all immediately fire emails at the DCI requesting the banning of Tarmogoyf and Golgari Grave-Troll.
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  15. #275
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    Re: [Deck] Faerie Stompy

    Cloud of Faeries serves a different roll. You gain mana from Cloud, not so much with the Pestermite.
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  16. #276
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    Re: [Deck] Faerie Stompy

    Pestermite's tricks are still better
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  17. #277
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    Re: [Deck] Faerie Stompy

    Both have a place here, I think. I find Pestermite's ability to hold off an attack or lock down a land quite handy here. Now, if we just could find that 3U flyer worth playing... :S

  18. #278
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    Re: [Deck] Faerie Stompy

    Mistblind Clique casting cost: 3U
    Creature Faerie wizard

    Flash, Flying
    Champion a Faerie. When a Faerie is championed with Mistbind Clique, tap all lands target player controls.
    4/4


    Now bear with me...IF you run a version with four Clouds and four Pestermites, it might be worth it running one or two of those. The theory behind it is that with four Force and four Chrome Mox, it is better to run some cards that can be spectacular sometimes but suck at othertimes then go for stability, since you can cast the cards that are spectacular in a certain matchup and pitch the other ones. Now the Clique is certainly spectacular if you got one of your eight Faeries on the board, cause not only is it a big flyer, but it can save your Faerie from removal or combat damage at the same time as well !
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  19. #279

    Re: [Deck] Faerie Stompy

    Another interesting creature,

    Mulldrifter 4U
    Creature - Elemental
    Flying
    When Mulldrifter comes into play, draw two cards.
    Evoke 2{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play)
    2/2

    It's a Thirst for Knowledge that can beat down.
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  20. #280

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by BreathWeapon View Post
    Another interesting creature,



    It's a Thirst for Knowledge that can beat down.
    I definitely think that this needs to be tested. While its body is paltry, it also goes a long way towards "goblinificating" the deck--that is, using creatures to perform the more mundane tasks, thus increasing aggressivity while maintaining consistency.

    Pestermite isn't bad, but this is better. Or so I think--testing will tell, I suppose.

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